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OSRS Guide - How To Fight The Alchemical Hydra

David Lin

It is the Alchemical Hydra is a new Hydra Boss found within the Karuulm Slayer Dungeon in the Great Kourend. The Alchemical Hydra can only be combated while playing an Slayer mission for Hydras or in a boss mission to Alchemical Hydras and is a Slayer level requirement of 95.

The Alchemical Hydra is currently extremely popular, as it has only just been released the price of the exclusive drops hasn't yet been established. There are three types of Hydra: Hydra The Leather Hydra Tail as well as the Hydra Claw are all transformed into the Ferocious gloves or for instance, the Bonecrusher Necklace and the Dragon Hunter Lance as well.

 


The Hydra is also equipped with three tradeable special drops, including the Hydra's Eye the Hydra's Fang and the Hydra's Heart. These three items can be combined to make the Brimstone Ring, the new best tribrid ring made of slot. The most effective method to use at The Alchemical Hydra seems to be to go with Ranged using either the Toxic Blowpipe or a Twisted Bow.

 

 


The Alchemical Hydra is a three-phased creature and can deal damage of each Ranged as well as Magic. The Ranged attack appears to be projectiles with fanged edges, while the Magic attack appears like two tiny green projectiles. The Hydra will use 3 of these attacks in a row before changing to its different attack style, exactly like Demonic Gorillas. This is why, if you correctly predict how it will attack Attack Styles, you can be praying that they will take zero damage.

 


Phase 1 - When you first arrive in the room, the Hydra will have a green carapace, and should be drawn to an open vent inside the room. During this stage you should be aware of poisonous pools and stay clear of them. Once the Hydra is at 75% health, it'll move into phase 2.

 


Phase 2 - In Phase 2 the Hydra will now have a blue carapace and should be lured by the green vent that is located within the room. In this stage there is a chance that the Hydra will launch electrical projectiles which will all move towards the location you are currently in, and should be not to be avoided. When the Hydra reaches 50% health, it'll progress into phase 3.

 


Phase 3: During Phase 3, the Hydra will now have an orange carapace. It is likely to be lured to the blue vent that is located within the room. In this stage, the hydra will launch two fire walls surrounding the prayer. Additionally, it will launch a separate fire attack that will follow the player's movement and should be kept away from. Once the Hydra is at 25 percent health, it will progress into phase 4.

 


Phase 4: During Phase 4 the Hydra will now have an opaque gray body and you don't need to lure it to an exit. During this time, the Hydra will continuously change attacks each one following the next similarly as the 'Jad' stage a Zulrah. Switch your protection prayers in between the Protect From Magic phase and the Protect Missiles after each attack, to negate any damage caused by this phase. Then, finish the kill.

 


A boss from the slayer can be found in the Karuulm Slayer Dungeon. The alchemical Hydra can be found as a 95 level NPC and is a fightable monster following the assignment of a hydra slayer task. To defeat the boss, players must head north past the Tasakaal and switch east when they come across the Hydras. When you travel east, you'll arrive at the entrance of the lair of Orrvor the quo Maten. However, if you want to use the mysterious pipe just behind Kaal-Ket-Jor to easily get there, it requires an agility level of 88 in order to get through.

 


The battle area for alchemical hydra has been instigated, and if a person dies in battle, they may get their items back from Orrvor the quo Maten in exchange for 100000 gold coins.

 


In case Orrvor the quo Maten holds your belongings and you are killed outside the area, then it is impossible to get them back as they will be lost forever.

 


The alchemical Hydra respawns each 20 seconds, and while you're in the room you can't get access to the doorways as they'll be shut. However, you'll be able to escape the room.


Alchemic Hydra uses both ranged and magic attack style against players. It doesn't matter if a player does hit the boss, in any way, the game alters its attack style after every three attacks. The attacks can be identified from their appearances, as ranged attacks are fanged projectiles and magic attacks come with the two green projectsiles. When it comes to Alchemic Hydra, the side heads are those which typically strike the player. The right-hand heads attack with ranged and the left heads are able to attack with magic. The left and right heads can at times also attack two times, with a maximum damage of around 17 each. After the bottom heads have fallen off, the double attack is reduced to one attack and makes it easier to kill.

 


Even though the hydra's Defense is very low, it still has advanced magic abilities and ranged levels and uses both these combat styles as the primary attack. Equipment such as the Dragon Hunter Crossbow and Dragon Hunter Lance can be extremely useful for the fight, as the hydra is dragon-like and these items give additional accuracy and damage bonuses. It is suggested to use a use a ranged hydra since it offers greater benefits than melee.

 


The massive damage reduction the hydra experiences during the initial three phases is able to be removed by spraying the right chemical. The pools that are in the area cover 5x5 AoE, with it is located in the middle of the AoE. Spraying the hydra with wrong chemicals could result in the addition of stacks of enrage, which can boost the severity of its attacks. Another thing to keep in mind is that you should never sit in the chemical pool since it can cause damage to the player.

 


Each time a phase starts it will attack you three times before using the special attack.

 


Let us get more into details by discussing what are the stages in Hydra.

 


Poison

 


The initial phase begins with a green carapace, and the hydra should be attracted to its red chemical swimming pool. After the first defeat, the player is able to run and stand right next to the pool to wait for the first phase hydra to be spawned and then easily lure it into. After the initial three attacks, The Alchemical Hydra will launch 4 or 5 poison blobs around the player's location; 1 on the victim, and 4 scattered around the player.

 


Blobs possess a 3x3 splatter effect, which can deal up to 7 damage and standing on poison pools can cause up to 12 poison damage per tick. This attack can be thwarted by standing to the west of the red chemical vat. It is all the way south and when the hydra is situated on top of the chemical pool you can move north two tiles. When it attacks with poison, move two tiles to the west.

 


When the Hydra attains 75% in Green phase the bottom-right head will fall off and it will change its carapace to blue. Now, the player as to head north towards the green chemical pool in order to attracted it into. In this moment the hydra shoots electric balls from the center of the room, which transforms into currents at the four corners. If you are hit by the light current, you'll be stunned and may suffer 20 damages. The easiest way to avoid this is to remain at the center of your room, until it shoots its lighting and then making your escape from the box they form. It is possible to trap lighting by aligning yourself in the north-west cornerof the room, shifting one tile diagonally to the south-east, when the lightning is only two tiles from your, then moving one tile north.

 


When the hydra reaches 50 percent of its strength, the bottom-left head will drop off and change its carapace colour to red. The player then has to lure the hydra to the blue chemical pool. In this scenario the hydra will move toward the centre of the room and turn towards the direction of player. This will result in the player being stunned, but simultaneously they are also able to attack the hydra. When it's in the middle, it will breathe out 5x5 layer of fire towards the players' sides depending on the position they're standing. The tracking fire is triggered by players' movements and it's suggested that you turn your runoff and move around this area so that you don't risk injuries. The hydra will not attack until 4 seconds after the tracking fire is sent out, meaning you'll get plenty of time to move around and move into position.

 


The final form is once the hydra reaches 25 percent of its health, the middle head is removed. It changes its carapace to gray and doesn't require any counters, which means you do not need to lure it into any of the chemical pools. Then, a message will display "The Alchemical Hydra Becomes Enraged! This will boost the amount of stack it has to reach an extent that can kill the player in two strikes.

 

 


In this phase, the hydra will attack in the opposite direction. In other words, if the hydra was using magic in its previous stage, it will switch to ranged, and vice versa. Just like the boss Zulrah The hydra is able to change its tactics following each attack. Remember that the hydra can use attacks from any of the earlier phases and it is suggested to apply to pray Flick until the hydra is killed in addition to keeping in mind your prayer points.

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